bevyengine/bevy · warning · AsBindGroupError
RetryNextUpdate
RetryNextUpdate
Error message
The bind group could not be generated
What it means
AsBindGroupError::RetryNextUpdate is the documented 'not ready yet' signal from AsBindGroup::as_bind_group: a dependency (typically an image/texture asset) is not yet loaded or prepared, and the caller should try again on a later frame (bind_group.rs doc, line ~107). Bevy's material preparation treats it as transient - the material is re-queued and retried next update instead of failing fatally.
Source
Thrown at crates/bevy_render/src/render_resource/bind_group.rs:642
/// be used. `ExtendedMaterial` uses this in order to ensure that the base
/// material doesn't use bindless mode if the extension doesn't.
fn bind_group_layout_entries(
render_device: &RenderDevice,
force_no_bindless: bool,
) -> Vec<BindGroupLayoutEntry>
where
Self: Sized;
fn bindless_descriptor() -> Option<BindlessDescriptor> {
None
}
}
/// An error that occurs during [`AsBindGroup::as_bind_group`] calls.
#[derive(Debug, Error)]
pub enum AsBindGroupError {
/// The bind group could not be generated. Try again next frame.
#[error("The bind group could not be generated")]
RetryNextUpdate,
#[error("Create the bind group via `as_bind_group()` instead")]
CreateBindGroupDirectly,
#[error("At binding index {0}, the provided image sampler `{1}` does not match the required sampler type(s) `{2}`.")]
InvalidSamplerType(u32, String, String),
}
/// A prepared bind group returned as a result of [`AsBindGroup::as_bind_group`].
pub struct PreparedBindGroup {
pub bindings: BindingResources,
pub bind_group: BindGroup,
}
impl PreparedBindGroup {
pub(crate) fn unprepare(&self) -> BindGroupBuilder {
let mut data_buffer = vec![];
BindGroupBuilder {
binding_resources: UnpreparedBindingResources(View on GitHub (pinned to 396ca72708)
Solutions
- No action needed in normal flows - the engine retries automatically; a few of these during initial asset load are expected.
- If it persists indefinitely, check that the referenced asset path/handle actually loads (look for AssetServer load errors) and the asset's RenderAssetPlugin is registered.
- In custom code calling as_bind_group, match this variant and defer to the next frame instead of aborting.
Example fix
// before
let prepared = material.as_bind_group(&layout, render_device, render_queue, &mut param)?;
// after
match material.as_bind_group(&layout, render_device, render_queue, &mut param) {
Ok(prepared) => { /* use prepared.bind_group */ }
Err(AsBindGroupError::RetryNextUpdate) => { /* asset not ready; try again next frame */ }
Err(e) => error!("bind group failed: {e}"),
} Defensive patterns
Strategy: retry
Validate before calling
// If you can cheaply check the dependency before calling:
if gpu_images.contains(image_handle.id()) {
let prepared = material.as_bind_group(&layout, device, queue, &mut param)?;
} Try / catch
match material.as_bind_group(&layout, render_device, render_queue, &mut param) {
Ok(prepared) => { /* bind */ }
Err(AsBindGroupError::RetryNextUpdate) => {
// dependency not ready; re-queue and try again next frame
}
Err(e) => error!("bind group error: {e}"),
} Prevention
- Treat this variant as expected during initial asset load; do not crash on it.
- Preload/track dependent assets so you know when retries should succeed.
- If retries never succeed, audit asset paths, loaders, and plugin registration rather than the bind group code.
When it happens
Trigger: A material's bind group references an asset that has not finished loading/preparing (image still decoding, GPU resource not yet created); as_bind_group returns RetryNextUpdate and material preparation (material_bind_groups.rs:2817) converts it into PrepareAssetError::RetryNextUpdate, keeping the material queued.
Common situations: Materials with file-loaded textures during the first frames after startup; switching a material's texture handle to a newly-created asset at runtime; slow asset IO; an asset whose loader path or server configuration is broken (then the retry never succeeds).
Related errors
- Failed to build bind group: {0}
- CreateBindGroupDirectly
- RenderPipelineDescriptor has no FragmentState configured
- Failed to prepare atmosphere bind groups. Light uniform buff
- sampler attribute must have matching texture attribute
AI-assisted analysis of bevyengine/bevy@396ca72708 (2026-08-20).
Data as JSON: /api/errors/ca53135a1c124707.
Report an issue: GitHub.